Gareth Walkom presenting on virtual reality in speech-language pathology at the ASHA Convention 2023 in Boston, USA
Invited presentation at the ASHA Convention 2023, Boston, USA.
Get notified of new research summaries:
107 Studies
2001-2026 Year Range
3 Using Therapy withVR
15 Research Topics
Filter by age:
Showing all 107 studies

All Studies

2026 9 studies
Social CommunicationGeneralizationEcological ValiditySpeaking AnxietyAutism & Neurodivergent

RCT (n=47) - three short VR sessions helped autistic teens and adults respond more effectively in live police encounters, vs matched video

An RCT randomized 47 verbally fluent autistic participants (ages 12-60) to Floreo's VR Police Safety Module or BeSAFE The Movie video modeling: three 45-minute sessions each, with ~12 minutes of active VR practice per session. The VR group gave significantly more appropriate responses and showed calmer body language during live post-intervention interactions with real officers; the video-modeling group did not. Both groups reported greater knowledge and comfort with police interactions after training.

McCleery JP et al. · 2026 · RCT Read Summary
Ecological ValidityImplementationGeneralizationAcceptabilityStuttering

First scoping review of immersive VR in speech-language pathology maps two decades of research

A scoping review in AJSLP synthesized 11 peer-reviewed studies (2007-2025) using immersive VR with people who have communication differences. Across populations, immersive VR elicited communicative and emotional responses comparable to real-world contexts, with consistent presence and engagement findings. Sample sizes ranged from 3 to 36 participants, ages 9-81 years. The review describes the field as still early-stage and disproportionately focused on stuttering (5 of 11 studies).

Nudelman CJ et al. · 2026 · Systematic Review Read Summary
VoiceEcological ValidityAcceptability

Pilot of Immersive VoiceSpace VR (N=17, vocally healthy plus people with dysphonia) - participants scaled loudness and pitch across graded virtual restaurant conditions

A within-subjects pilot of Immersive VoiceSpace (IVS), a custom VR voice-training platform developed by the sole author. Seventeen adults (10 vocally healthy speakers and 7 people with dysphonia) completed a menu-ordering task in a virtual restaurant under four conditions - a baseline plus three graded IVS levels manipulating avatar distance, voice-activation thresholds, and walkaway timeouts. Sound pressure level and mean speaking f0 increased significantly across IVS levels in both groups; pitch flexibility was more constrained in the dysphonia group. Feasibility ratings were good overall (4.0/5), with comfort and safety excellent (4.5/5) and no cybersickness reported.

Daşdöğen Ü · 2026 · Experimental Read Summary
VoiceSpeaking AnxietyAcceptability

VR-based meditation reduced anxiety before voice therapy in a small exploratory RCT, with lower attrition in the VR arm

Twenty-six dysphonia patients with elevated state anxiety were randomized to a brief 10-12 minute meditation either with immersive VR (TRIPP app on Quest 2) or audio-only, delivered before each of four voice therapy sessions; 21 were analyzed. Both groups significantly reduced state anxiety with no Group x Time interaction (p=.207) - the modalities were comparable on the primary outcome.

Hoff B et al. · 2026 · RCT Read Summary
Ecological ValiditySpeaking AnxietyGeneralization

Virtual audiences trigger real anxiety and comparable voice responses

Sixty university students gave presentations to a real audience, a virtual audience, and an empty virtual room. The virtual audience triggered anticipatory anxiety and heart rate increases similar to the real audience, and voice measures were largely equivalent across conditions.

Bettahi L et al. · 2026 · Experimental Read Summary
VoiceEcological ValidityGeneralizationAcceptability

Brief VR voice therapy with clinician feedback elicited teaching-style prosody in pre-professional teachers - but also significantly increased reported vocal discomfort

A single-session within-subjects pilot with 10 pre-professional teachers (9 analyzed). Both a teaching-style mock lesson and a clinician-controlled VR teaching intervention elicited teaching-style prosody vs a conversation control. CTT-style clinician feedback inside VR produced short-term modulations in SPL, fo, and Dt%. Critically, the VR condition also significantly increased self-reported vocal discomfort vs control (+20.5 VAS, p=.023) - a caveat that should travel with any clinical citation.

Nudelman CJ, Bottalico P · 2026 · Quasi-experimental Read Summary
StutteringSpeaking AnxietyEcological ValidityGeneralization

Pilot RCT in youth who stutter: real-time photorealistic-avatar VR is well-accepted and elicits arousal, but one session did not outperform SLP role-play

A pilot RCT randomized 12 children and adolescents who stutter (ages 9-18) to one of two training conditions before facing an unknown actor-teacher: a conversation with a photorealistic virtual teacher in VR controlled live by their own SLP via facial motion capture (n=6), or face-to-face SLP role-play (n=6). The VR system was well-accepted (high presence, low cybersickness). Skin conductance was elevated from baseline in the VR group; SLP role-play raised self-reported anxiety more. A single session did not outperform role-play on self-efficacy or post-task in vivo anxiety.

Delangle M et al. · 2026 · RCT Read Summary
VoiceEcological Validity Therapy withVR

Virtual room size and listener distance influence how people use their voice

Using the Rooms module of Therapy withVR, this study found that speaker-to-listener distance in virtual environments significantly influenced vocal intensity and mean fundamental frequency, with trained singers showing more systematic vocal adjustments across distance conditions than untrained speakers.

Dasdogen U, Hitchcock J · 2026 · Experimental Read Summary
TBI Cognitive-Comm.

100-participant RCT of commercial VR cognitive training (Beat Saber) in chronic TBI: null primary outcome on sustained attention, secondary gains in processing speed, executive function, and quality of life

100-participant parallel-group RCT comparing unsupervised home-based VR cognitive training (Beat Saber on Quest 2, 30 min/day, 5 days/week, 5 weeks) against a nonspecific counseling-plus-booklet control in chronic complicated mild-to-severe TBI. The pre-registered primary outcome of sustained attention (CoV on CPT-3) was null at every timepoint. Secondary outcomes favored VR: a speed-accuracy tradeoff (longer reaction times, fewer errors), better self-reported executive function (BRIEF-A), and better quality of life (QOLIBRI), with a more efficient inverse-efficiency score at 16-week follow-up.

Johansen T et al. · 2026 · RCT Read Summary
2025 15 studies
Stuttering

Structured Turkish review of VR, mobile apps, telerehab, and AI for stuttering: VR has the strongest evidence of the four, but research remains preliminary

A Turkish-language structured review (also published in English) examining four technology domains for stuttering rehabilitation: virtual reality, mobile applications, telerehabilitation, and artificial intelligence. A six-database literature search (2000-2024) identified 55 studies; 13 met inclusion criteria; six AI-related patents on Google Patents were also surveyed. VR had the strongest evidence base of the four domains, but the authors stop short of clinical recommendations.

Erol E, Turker Sener L · 2025 · Systematic Review Read Summary
Dementia & ProgressiveGeneralization

A tutorial overview of how immersive VR might support people with neurogenic communication differences

An ASHA tutorial reviewing immersive VR for speech-language rehabilitation of adults with neurogenic communication disorders. The author's overall conclusion is that there is currently insufficient evidence that immersive VR directly benefits communication outcomes in this population. withVR is named once as one example of emerging applications 'being developed by and for persons with communication differences'; the paper does not use, test, or evaluate withVR.

Stark BC · 2025 · Tutorial Read Summary
Social CommunicationAcceptability

Qualitative study of patient and therapist experiences with immersive VR-assisted therapy for distressing auditory hallucinations (voices) in psychosis - from the Danish Challenge Trial multi-site collaboration

A qualitative study of participants' and therapists' experiences with Immersive VR-Assisted Therapy for distressing voices in psychosis, conducted within the Challenge Trial. Multi-site Danish + Australian + UK collaboration (Aalborg University Hospital, Copenhagen Mental Health Services, Orygen Melbourne, Swinburne University, Institute of Psychiatry London). Examines how patients with psychotic disorders experiencing distressing auditory hallucinations relate to immersive VR therapy and how therapists deliver it. Complements Pot-Kolder 2018 (VR-CBT for paranoid ideation in psychosis) with a focused qualitative lens on the distressing-voices subtype of psychosis.

Christensen MJ et al. · 2025 · Qualitative Read Summary
Social CommunicationAutism & Neurodivergent

Systematic review (2025) of VR + AR + MR training for autism social skills: 7 studies, 417 individuals - broader scope than VR-only autism reviews, occupational-therapy lens

A systematic review published in the Hong Kong Journal of Occupational Therapy synthesizing VR + augmented reality + mixed reality (VAMR) training for social skills in autistic individuals. Literature search across MEDLINE, EMBASE, ERIC, Web of Science. Seven studies were included totaling 417 autistic individuals. All studies were judged to have unclear risk of bias regarding the randomization process. The review's contribution is breadth - including AR and MR alongside VR - and the occupational-therapy framing relevant for OTs and allied clinicians working with autistic individuals.

Ahn S · 2025 · Systematic Review Read Summary
Implementation

Three and a half decades of SLT economic evaluation - still a small, fragmented, poorly interconnected literature

A scoping review of 52 economic evaluations of speech and language therapy interventions published between 1988 and 2023. The field is growing (3-5 publications a year since 2019) but remains small, methodologically heterogeneous, and poorly interconnected - only 18 of 43 studies cited another included study. No economic evaluations of VR-based SLT interventions were identified.

Hill J et al. · 2025 · Systematic Review Read Summary
VoiceSpeaking AnxietyGeneralization Therapy withVR

VR-based speaking practice increases willingness to communicate in gender-affirming voice training

The first RCT using Therapy withVR for gender-affirming voice training found that practicing in virtual speaking situations led to broader gains in willingness to communicate with strangers compared to traditional in-person role-play.

Leyns C et al. · 2025 · RCT Read Summary
Social CommunicationAutism & Neurodivergent

Mixed-methods study (n=10) of an Immersive VR Systems platform for autism communication and cultural-understanding skills in Thai school settings: quantitative SCQ scores non-significant, qualitative parent and therapist feedback positive

A mixed-methods study from Chiang Mai University, Thailand, examining the design and development of an Immersive Virtual Reality Systems (IVRS) platform for autistic children in Thailand. Population: 10 autistic children. Setting: home-based / school-based use without direct therapist involvement. Quantitative measure: Social Communication Questionnaire (SCQ). Qualitative data: semi-structured interviews with parents and therapists. Quantitative SCQ scores did NOT show statistically significant improvements (likely under-powered at n=10), but qualitative feedback highlighted the platform's effectiveness in enhancing social interaction and communication skills. Useful as a supplementary tool for therapists.

Intawong K et al. · 2025 · Experimental Read Summary
Dementia & ProgressiveTBI Cognitive-Comm.Implementation

A seven-year interdisciplinary case study of co-designing an immersive VR kitchen environment for speech-language pathology rehabilitation and aging-in-place

A multi-phase, multi-disciplinary case study describing the seven-year design, development, and feasibility testing of an immersive VR kitchen environment for speech-language pathology rehabilitation and aging-in-place practice. The collaboration brought together speech-language pathologists, interior designers (aging-in-place specialists), VR programrs, and technology consultants. The paper describes the design-thinking methodology, phase-by-phase development, HIPAA-aware infrastructure choices, and lessons for interdisciplinary VR co-development - rather than reporting clinical outcome data on patients.

Harvey-Northrop J et al. · 2025 · Case Study Read Summary
VoiceGeneralization

Voice SLPs and their patients evaluate a fully immersive VR prototype for the transfer phase of voice therapy

A user-centered qualitative evaluation of ProVoiceVR - a fully immersive head-mounted VR prototype - found that both voice speech-language pathologists and patients with voice disorders saw clear potential for using VR to help patients practice and consolidate voice techniques in realistic everyday speaking situations.

Hansa J, Hansen H · 2025 · Qualitative Read Summary
Social CommunicationImplementationAcceptability

Most SLTs know VR exists - almost none have used it with autistic children - and what would change that is very specific

A UK and Ireland survey of 53 speech and language therapists working with autistic children found that 92% were aware of VR but had not used it clinically. Only one SLT (1.8%) had used it with an autistic child. The barriers cited were specific and addressable: autism-specific VR knowledge, workplace support, training, and clear clinical guidelines. 80% said they would try VR with proper training and evidence.

Mills J, Duffy O · 2025 · Survey Read Summary
SwallowingImplementationGeneralization

First scoping review (2025) of digital health technology for dysphagia rehabilitation - covering VR, AR, video games, telehealth, AI-based systems, and mobile apps for swallowing therapy

A scoping review published in Journal of Evidence-Based Medicine synthesizing the digital technology landscape for dysphagia (swallowing) rehabilitation. Searched Medline Complete, Embase, CINAHL, Scopus, and grey literature for articles published January 2000-mid-2024. Covers personalized exercise platforms, remote monitoring, real-time feedback systems, VR, video games, AI-based interventions, and mobile applications across the dysphagia care continuum. The first major review for our Hub's swallowing topic, which previously had only one study.

Hwang NK et al. · 2025 · Systematic Review Read Summary
Social CommunicationImplementationAutism & Neurodivergent

Systematic review (JMIR 2025) of VR technology interventions for social skills in autistic children and adolescents - distinguishing immersive from non-immersive VR and flagging implementation considerations

A systematic review published in the Journal of Medical Internet Research synthesizing the evidence on VR technology interventions for improving social skills in autistic children and adolescents. Key distinctions emphasized: immersive VR interventions are more suitable for complex skill development, while non-immersive VR (lower cost, greater flexibility) holds potential for specific contexts. The review also flags implementation side effects including dizziness, eye fatigue, and sensory overload - particularly in immersive settings - which should be addressed in intervention design. Identifies a research gap: limited large multicenter RCTs and small per-study sample sizes.

Yang Y · 2025 · Systematic Review Read Summary
Social CommunicationAutism & Neurodivergent

Systematic review of VR interventions for social skills in autistic children, published in Journal of Autism and Developmental Disorders (2025) - examining how VR can supplement traditional autism interventions

A systematic review of VR interventions designed to support social skills development in autistic children, published 2025 in the Journal of Autism and Developmental Disorders (Springer). Examines the rationale (the difficulty of replicating scenarios like emergencies, crowded public transportation, restaurants in real-world settings is cost-prohibitive), the available VR intervention designs across the autism+VR literature, and what the evidence base shows about effectiveness. Conducted by Altın, Boşnak, and Turhan (Turkish research team).

Altın Y et al. · 2025 · Systematic Review Read Summary
AphasiaGeneralization

Immersive VR helps healthy adults learn rare words faster than a tablet method, but does not outperform a structured tablet method for aphasia anomia rehabilitation

Two within-subject experiments using a virtual marketplace iVR application against a matched-exposure tablet (digital static learning, DSL) method. In 32 neurotypical French adults learning rare French words, iVR significantly outperformed DSL by Day 3 (z = 4.556, p < .0001). In 16 people with mild-to-moderate post-stroke aphasia learning frequent French words in a crossover design, both methods produced significant learning gains across Day 1, 5, 12, and 19 (p < .001), but iVR was NOT significantly better than DSL on accuracy (estimate 0.025, p = .704).

Franco J et al. · 2025 · Experimental Read Summary
VoiceSpeaking AnxietyEcological Validity

Engineering + user-reception study (Computers & Graphics 2025) of a speech-controlled VR system for voice and public-speaking training: extracts pitch / timbre / speech rate from 529 utterances by 15 students for real-time virtual character response

An engineering and user-reception study published in Computers & Graphics special section on XRIOS 2024. Polish-British collaboration (AGH Krakow, SWPS Warsaw, Polish Academy of Science, Kielce University of Technology, University of Cambridge). The system is built on a speech recordings corpus of 529 utterances during presentations by 15 students. Voice parameters extracted: pitch, timbre, speech rate. Six expert annotators evaluated stress levels per presentation. The multi-parameter analysis selects features for real-time animation of virtual characters responding dynamically to speech changes. The contribution is design and user-reception evaluation rather than clinical efficacy.

Bartyzel P et al. · 2025 · Experimental Read Summary
2024 4 studies
2023 11 studies
2022 4 studies
2021 6 studies
2020 5 studies
2019 5 studies
2018 7 studies
2017 5 studies
2016 9 studies
2015 2 studies
2014 5 studies
2013 4 studies
2012 2 studies
2011 3 studies
2010 4 studies
2009 1 study
2008 1 study
2007 1 study
2006 1 study
2005 1 study
2002 1 study
2001 1 study

Explore by Topic

Stuttering

Research on speech therapy for people who stutter, including ecological validity studies, attentional focus, motor learning, and self-rated confidence.

25 study summaries

Voice

Research on voice work, including gender-affirming voice training, vocal projection, and performance preparation.

9 study summaries

Dementia and Progressive Communication

Emerging research on supporting communication and connection for people living with dementia and other progressive conditions.

3 study summaries

Autism and Neurodivergent Communication

Research on communication, social participation, and self-determined goals for autistic and neurodivergent people - school, work, and community contexts.

15 study summaries

Social Communication

Research on supporting social communication and pragmatic skills - conversation, perspective-taking, and social participation across clinical populations.

40 study summaries

Aphasia

Research on supporting communication for people with aphasia, including functional language practice in everyday speaking situations.

7 study summaries

Cognitive-Communication after Brain Injury

Research on cognitive-communication after TBI - attention, executive function, and conversation in cognitively demanding environments.

9 study summaries

Speech Sound

Research on supporting speech sound production, articulation, and motor speech, including biofeedback-based approaches.

2 study summaries

Swallowing

Research on supporting swallowing function, including biofeedback-based and immersive approaches for dysphagia.

2 study summaries

Hearing

Research on supporting people with hearing differences, including spatial hearing, tinnitus support, and auditory training.

2 study summaries

Ecological Validity

Research exploring why virtual speaking situations feel real and produce communicative responses equivalent to real-world interactions.

21 study summaries

Real-World Transfer (Generalization)

Research examining whether skills practiced in virtual reality carry over to everyday communication and real speaking situations outside the clinic.

32 study summaries

Speaking and Social Anxiety

Research on graded exposure through virtual speaking situations for people who experience speaking-related or social anxiety, including those who stutter.

42 study summaries

Implementation

Research on how VR in speech therapy is adopted, delivered, sustained, and resourced in clinical, educational, and research settings.

18 study summaries

Acceptability and User Experience

How clinicians, clients, families, and researchers experience VR in speech therapy - comfort, immersion, attitudes, expectations, and barriers.

15 study summaries

Know of research that should be here? If a peer-reviewed study on VR in speech, voice, hearing, or communication work is not listed, send the reference to hello@withvr.app. The hub is kept up to date as the literature grows, and suggestions from practitioners and researchers are welcome.

Stay Updated

Get notified when new research summaries are added to the Evidence Hub.

No spam - only new research notifications

See the Software for Yourself

Whether you have questions, want to see the software, or are ready to get started - help is always available.

Get in Touch

No obligation - see the software before you commit